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Sorry I miss the key point here. The script needs to be "ExecuteAlways". [ExecuteAlways] public class Foo : MonoBehaviour { private Bar bar;...
No. Just in editor mode
Hi, I need to initialize some non-serializable variables in my script. And because they are private to the script, I initialize the variable in...
We asked Unity support, their answer is Unity 2018 SRP doesn't support skinned mesh motion vector (even tho there is a button clearly saying...
Hi all, our team needs to generate motion vector in UV space for skinned mesh renderer, but we can't successfully get the previous frame's vertex...
hi all. I want to reduce the shaderlab size for our project, but every time I change the keywords combination I need to build the entire project...
Sure. The effect of _MY_FEATURE is enabled if I manually disable _FOGENABLE Working: var mat =...
Can anyone help me with this one? I know there is scoring system behind how Unity select matching shaders, but I really can't figure out myself...
Here is the situation: I have objects that need to be rendered twice. First rendering is rendering to the scene, second rendering is rendering to...
I am trying to archive translucency effect with dual source blending in Unity but it seems not in the document. Does Unity support dual source...
Hi! I am learning to use the URP render feature to archive a visual effect where I need an offscreen texture for each objects. The rendering...
Hi all, I am writing a volumetric light shaft effect using ray marching, and I need a per object depth (the depth between the ray's entry point...
Hi! we are using linear workflow for our project. Today we noticed a slightly different color mismatch between the picked color and the color on...
Hi, I am not sure if this is the right place to post this :p As the title suggests, I am profiling/debugging Unity with DX11 using Visual Studio...
same issue here, after upgrading to the newest version
Oh ok, I see. I was looking at the global illumination part.
Isn't it say AO is available?...
Hello guys! This is not a thread about asking for solution but asking for a explanation. Thanks! So, I currently have one camera in a scene that...
[IMG] [IMG] I can solve the problem by setting the render queue of the shadowcaster to any number greater than 2500. But anyone knows the source...